Darkplaces, Cube2 or Qfusion?
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Darkplaces, Cube2 or Qfusion?
What are pros and cons of each? Is there a comparison of features? Which to choose? Thank you very much.
Re: Darkplaces, Cube2 or Qfusion?
Depends.daemonicky wrote:Which to choose?
What I do not like about Sauerbraten ist that the game code is not seperated from the engine.
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From the little I know...
Sauerbraten
Pros:
- A great renderer, with great performance and good features
- A good built-in map editor
- Maps can be edited directly, with no need for source files
- BSD/MIT-style license.
Cons:
- No curved surfaces
- No 2D views in the map editor
- The source code is in C++, but it doesn't seem to be as object-oriented as, let's say, Irrlicht.
- OpenGL only, no Direct3D renderer.
Sauerbraten
Pros:
- A great renderer, with great performance and good features
- A good built-in map editor
- Maps can be edited directly, with no need for source files
- BSD/MIT-style license.
Cons:
- No curved surfaces
- No 2D views in the map editor
- The source code is in C++, but it doesn't seem to be as object-oriented as, let's say, Irrlicht.
- OpenGL only, no Direct3D renderer.
At some point in time you just need to roll up sleeves, take a leap of faith and jump in the pool.
Doing too much research in advance is procrastination. Knowledge gained from one project can be used in another.
I've played with the Sauerbraten engine (like played the game, I never did anything other than peek at the code). I know nothing of the Qfusion engine except it is a more pretty Q3 engine of some sort.
But what I do know is that DarkPlaces development does not require as much as knowledge as C or C++ coding and there is an adequate pool of knowledge.
With Qfusion or Sauerbraten, you are going to have to either write .dlls (Qfusion) or modify the engine code (Sauerbraten).
Models and sounds can be converted for use in a different engine. Sauerbraten supports .md2 for example (I'm rather sure of this). So does DarkPlaces. Probably all 3 support .md3 and may have other shared or rather easily shared model formats.
Doing too much research in advance is procrastination. Knowledge gained from one project can be used in another.
I've played with the Sauerbraten engine (like played the game, I never did anything other than peek at the code). I know nothing of the Qfusion engine except it is a more pretty Q3 engine of some sort.
But what I do know is that DarkPlaces development does not require as much as knowledge as C or C++ coding and there is an adequate pool of knowledge.
With Qfusion or Sauerbraten, you are going to have to either write .dlls (Qfusion) or modify the engine code (Sauerbraten).
Models and sounds can be converted for use in a different engine. Sauerbraten supports .md2 for example (I'm rather sure of this). So does DarkPlaces. Probably all 3 support .md3 and may have other shared or rather easily shared model formats.
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